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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.88 by root, Thu May 25 22:31:35 2006 UTC vs.
Revision 1.190 by root, Mon Jul 3 22:04:25 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: fine-tuning of completer (drop 1 => drop all 1 _wrong_) 11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 ccmo => cast summon cult monsters not cast charm monsters 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14- IMPORTANT: statusbox update timer 14 show player weight/max weight in inventory
15- IMPORTANT: statusbox tooltip must not go away on updates 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: history for completer (cursor-up) 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- notebook should provide a visual feedback (support form button class?)
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- skill page in playerbook
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 19- enable autopickup/disable in right-click menĂ¼ for map
20- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 20- help window close button
21- IMPORTANT:_ map feedback... e.g. when clicking on it 21- floorbox should show currently open container
22- IMPORTANT: user interface (window positions etc.) should be saved, but 22- make simple inventory filters: most recently added/changed, normal, only unlocked
23 b) widget layout is nontrivial as to not obscure map 23- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
24 c) need better way to center map then middle-button, maybe map overview 24- minor: skill list which shows XP and lets u bind stuff
25 (but updates will be slow UPDATE updates are not at all slow).
26
27should be solved/investitaged before release:
28- rethink message display in lower left corner
29- auto-download of all faces from the server in the bg.
30- many sliders should have labels attached.
31- widgets need to know about their visibility. the inventory
32 completely redraws itself on every animation change, even when its not visible.
33- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 26 (after starting, press quit)
36- flopper/menu imrpovement: 27- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
37 * things that are menus should act more like menus 28- show stat changes in statusbox
38 * inmventory etc. should fade-in automatically when used 29
39- add menu itemds for inventory items: mark/inscribe etc. 30should be solved/investigated before 1.0 release:
40- remove wrap_mode hack from texture and make it a per-texture operation
41- enter runmode when cursor-key repeats
42- mapmap (overview) - scroll visible area by clicking/dragging 31- mapmap (overview) - scroll visible area by clicking/dragging
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 32- binding window and editor layout broken for long recordings
44- maybe move window managing functionality into toplevel 33- maybe open the help viewer on the first start, or a simple dialog that
45- better window management (graphical feedback) 34 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46 43
47low priority: 44post-1.0:
48- textview should not snap to bottom on resize. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49- alt+2cursor == diagonal 46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
49- save only dirty cached maps, and save dirty maps != current map
50- look into extendedmapinfo 50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 51- completer should know more about arguments, e.g. cast summon pet monster,
52- inventory update must be incremental (too slow) (really? check) 52 or that some commands do not take arguments ("drop all").
53- try to synchronize local animation speed with server updates to save on screen refreshes. 53- sliders do not change size after reconfigure.
54- player list from server for tell etc. commands 54- enter runmode when cursor-key repeats (maybe not?)
55- examine etc., should use extendeddrawinfo or sth. similar 55- cairo/win32 looks like shit (premultiplied alpha bug?)
56 (despite horrendous efforts, this is likely not fixable except by building a custom
57 libcairo for win32).
58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 60- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 61 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 62
64TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
65- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
91allocating id 73 90allocating id 73
92OK 91OK
93set_face 4784 => 73 92set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
95 94
95 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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